Weird Knight - Creature - Weird | UAt the beginning of combat, roll a six-sided die. If you're the attacking player, Weird Knight gets +X/+0 until end of turn. If you're the defending player, Weird Knight gets +0/+X until end of turn. X is the number you rolled.You think you're having a weird night?1/1

Chaoticist's Tower[Land] (M), roll a die onto Chaoticist's tower: If the die landed on Chaoticist's tower without knocking any dice off of it, stack it on top of all dice already on Chaoticist's tower, then add to your mana pool for each die in that stack. Otherwise, remove all dice from Chaoticist's tower.Luck and skill are not so different, to the trained eye

Wild AnthemEnchantmentAt the beginning of your upkeep, roll a die. Creatures you control get +X/+X and gain trample until end of turn, where X is the number you rolled. Each opponent gains life equal to the sides of the die you rolled.

Goblin Gatling GunArtifact: Choose any number target creatures and roll six-sided dice, one at a time, until you roll any duplicates or choose to stop. If you chose to stop, Goblin Gatling Gun deals damage to the targets equal to the sum of all die rolls, divided as you choose. If you rolled a duplicate, Goblin Gatling Gun deals damage equal to the duplicate rolled to you instead. (for instance, if you roll 1-3-5-6, you will divide 15 damage among all targets. If you roll 1-3-5-3, you will be dealt 3 damage)

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

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